Baran Sieg Master Army List Epic Armageddon

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    By Jervis Johnson & Matt Keefe, with invaluable assistancefrom the members of the Epic Playtesters vault

    It is as such times that the Siege regiments of the ImperialGuard are employed to grind down the enemy. Siegeregiments are not expected to take part in wars of manoeuvre. It is their task to hold defensive positionsagainst any enemy attack, fighting to the last man if required in order to allow other more mobile and well-equipped reserve formations the time needed to mount acounter-attack. When the time is right to launch a major offensive, it will be the troops of the Siege regiments that

    will be in the forefront. They will be set the task of smashing through the enemy defences, opening a path for other regiments to move through and exploit. It iscommon for Siege regiments to suffer casualty rates of over 90% on the first day of such an offensive.

    As Siege regiments often sustain such terrible casualtiesthey are equipped with weapons and equipment that areas simple to maintain and produce as possible. This

    For seven terrible years the Siege regiments of the Imperial Guard carried out their onerous duty, manning the hundreds of miles of trenches and fortified positions that served to contain the arch- heretics forces. Success was measured in yards of ground gained, and every inch of that deadly ground was bought with the blood and lives of men.

    From the official history of the Kaiserschlect campaign, M41.745

    1.0 SIEGE REGIMENTSThe Imperial Guard is the Imperiums sledgehammer, butsometimes it runs into a nut that is just too tough to crack

    with a single blow. When this happens, the campaign willdevolve into a battle of attrition, with neither side beingable to make the breakthrough needed to achieve adecisive victory. Under these circumstances the armies willstart to dig in, in order to ensure they can hold the groundthey have captured, and this quickly leads to the buildingof trench systems and fortified positions that can span

    entire continents from one end to the other. Atother times a defeated enemy will retreat

    back to an all-but impregnablebastion or fortress that cannot betaken quickly, and which must be

    besieged for a prolonged period of time.

    BARANSIEGEMASTERS

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    example of these are the Basilisk and Manticore weaponplatforms, which consist of the weapon systems from the

    vehicles of the same name mounted on an immobile weapon platform. It is not uncommon for Siege regimentsto simply use their infantry to drag artillery into new

    positions, or using local draft animals to pull theequipment where needed.

    There is one area, however, where Siege regiments areconsiderably better equipped than other Imperial Guardregiments, and that is their engineers. All Siege regimentsinclude a corps of sappers and miners, who are equippedto quickly build and maintain trenches and fortifiedpositions. These troops are also trained in the art of siege

    warfare, and in time can defeat even the most well builtfortifications. Sappers are also called upon to fight, and

    will often be used to spearhead assaults against enemy fortified positions using special assault equipment, suchas flame-throwers and melta bombs.

    The troops that make up the Siege regiments take a grim,fatalistic pride in their task. Amongst themselves they willoften grumble about their lack of decent equipment andthe terrible conditions that they must endure. More thanone newly appointed Commissar has been driven todistraction by the lack of respect for authority, especially the Big Hats who send them into battle from their lavishcommand bunkers far behind the front line. But if thesenew Commissars survive long enough, they soon learnthat the troops that make up the Imperial Guard Siegeregiments are amongst the staunchest and bravest of Humanitys defenders.

    ensures that shattered regiments can be pulled out of theline and replaced quickly with fresh formations that cancarry on the battle. Because of this, Siege regiments oftenuse locally produced equipment which, while cruder andless reliable than the standard equipment used by other

    Imperial Guard regiments, is both more easily and morecheaply obtained. If a Siege regiment is moved from onefront to another, this policy can quickly lead to the troopshaving a slightly a ragtag appearance, with different unitsbeing equipped with different types of weapon, and evendifferent uniforms.

    Siege regiments are not expected to take part in mobile warfare, and so are not equipped with either transport vehic les, or the sophisticat ed man-portable heavy weapons used by Infantry and Armoured Fist regiments.Instead Siege regiment infantry have to make do withcrude machine guns that are commonly known as heavy stubbers. These are supplemented by large heavy weaponplatforms which, while powerful, are by no means easy tomove or deploy quickly. Fortunately ease of movementand deployment are not major concerns for Siegeregiments. The most common such weapons used by Siege regiments are Rapier laser destroyers and Thuddguns, but many other similar weapons are also used onoccasion, such as the Tarantula weapon platform and theMole Mortar.

    The same principles apply to the support formationsattached to a Siege regiment. While other Imperial Guardregiments are lavishly equipped with self-propelledartillery and anti-aircraft weapons, this is very rarely the

    case with Siege regiments. Instead they have to make do with immobile weapon support platforms that are pulledslowly into position by tractors or transporters. Common

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    2.0 NEW IMPERIAL GUARD UNITS A Siege regiment is allowed to use the following new Imperial Guard units. All other units that may be used in a SiegeRegiment army are covered in section 5.3.2 of the Epic: Armageddon book.

    IMPERIAL GUARD SIEGE

    INFANTRY Infant ry make up the bulk of al lImperial Guard Siege regiments. Inappearance they are very similar to theGuardsmen that make up Infantry and

    Armoured Fist companies, the maindifference being that they are equipped with heavy stubbers instead of the more sophisticated heavy weaponsused by other Imperial Guard infantry regiments. Heavy stubbers (sometimes referred to as sluggers after theprojec ti les they f ire) are a fa ir ly pr imit ive form of automatic weapon that fire a hail of solid bullets. Althoughnot as effective as an autocannon or heavy bolter, they are

    cheap and easy to produce, allowing Siege infantry to be

    lavishly equipped with them. As well as their heavy stubbers, sometimes Siege infantry are equipped areequipped with locally produced small arms instead of thestandard issue lasguns usually used by Guard infantry.During the Taurus Campaign entire companies of the 23rdNeuvo Hawks regiment were equipped with single shotKentrukian long rifles, as this was the only ranged weaponproduced in the area. Although the long rifle had a very low rate of fire, the 23rd quickly learned to appreciateboth its long range, and the prodigious stopping power of the heavy lead bullets that it fired. Snipers from the 23rdregiment still use Kentrukian long rifles to this day.

    IMPERIAL GUARD SIEGE INFANTRY Type Speed Armour Close Combat FirefightInfantry 15cm none 6+ 5+

    Weapon Range Firepower NotesHeavy Stubber 30cm AP6+ -

    RAPIER LASER DESTROYER (Krieg Pattern)Type Speed Armour Close Combat FirefightInfantry 10cm none - 5+

    Weapon Range Firepower Notes

    Rapier Laser Destoyer 45cm AT4+/AP6+ -

    RAPIER LASER DESTROYER The Rapier laser destroyer is a slow moving but potent support weapon.

    The Rapier laser destroyer is bulky and heavy, and because of this it isusually mounted on a set of caterpillar tracks rather thanbeing carried by hand. It consists of a modified lascannon

    with four separate barrels. Because the laser blast isdiffused through four barrels the range is shortened andthe blast spread slightly. As a result the Rapier is capable of hitting dispersed targets such as infantry. This said, theRapier is primarily an anti-tank weapon, and is usually

    used to provide an integral anti-tank capability for Siegeinfantry companies. Sometimes, though, Rapier laser destroyers are mounted on vehicles or in f ieldfortifications. At the Battle of Bedda Fomm in M40.008,

    batteries of Rapiers belonging to the 293rd Egyptus Siegeregiment were able to turn back repeated breakoutattempts by the massed buggies, wagons and fortresses of Ork Warlord Mussgak Eyestab. The Rapiers were housed inspecially constructed fortified bunkers, positioned to cover the only escape route the Ork vehicles could travel along.

    At the end of the battle over two-hundred Ork vehicles were destroyed for the loss of less than a dozen Rapiers.

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    THUDD GUNThe Thudd gun is a light artillery piece that fires explosiveshells. It is used by the Imperial Guard Siege regiments toprovide close range supporting fire. The Thudd Gun

    shoots rapidly, its multiple barrels pumping in and out aseach shell fires in succession. This firing mechanismcreates a distinctive thud-thud-thud noise, hence thecommon name of Thudd gun. The Thudd gun is usually mounted on a small, wheeled chassis that is light enoughin its construction for its crew to manhandle the Thudd

    gun over short distances. Most Siegeinfantry companies include a battery of Thudd guns, which are used to lay down a curtain of high explosive fire

    that is especially effective againstenemy infantry and light vehicles.The Thudd guns high explosive shells are of limited useagainst armoured targets, but sometimes a lucky shot willdisable an armoured vehicle by striking a vulnerablelocation such as a view port, track or engine grating.

    THUDD GUN (Krieg Pattern)Type Speed Armour Close Combat FirefightInfantry 10cm none - 5+

    Weapon Range Firepower NotesThudd Gun 45cm AP4+/AT6+ -

    GTTERDMMERUNG HOWITZER (Krieg Pattern)Type Speed Armour Close Combat FirefightLight Vehicle 0cm none - 6+

    Weapon Range Firepower NotesHowitzer 90cm 1BP Indirect fire

    GTTERDMMERUNGIn 433.M40, the Autarch of the planet Krieg in SegmentumTempestus declared himself independent from theImperium and renounced the Emperor as his divinemaster. Regiments raised on Krieg to crush this rebellionacted with commendable haste and righteous fury and theGtterdmmerung was developed to provide artillery support during the five-hundred year long civil war followed. The now infamous Colonel Jurten of the Krieg33rd unleashed a campaign of atomic cleansing thattransformed Krieg into a toxic, ash-polluted wasteland.The survivors of Jurtens retribution were forced to exist

    in underground bunkers or deep in the radioactive chem- wastes, as their descendants do to this day. The war waslargely static, with success being measured in gains of

    yards or even feet rather then miles, and this, combined with the need to man continent wide trench systems anddefence lines, led to the formation of large numbers of

    Siege regiments (though at the timemost were known by a variety of other names, since most formalregimental distinctions broke downin the anarchy of the civil war). Thesesoldiers would often man sections of the line for decades, and the Gtterdmmerung Howitzer

    was developed to provide them with cheap and plentifulartillery support. The Gtterdmmerung fires the sameshells as the more common Earthshaker cannon used onthe Basilisk, making it easy to supply it with ammunition.The howitzer is much easier to construct than the Basilisk:

    it has been estimated that it takes roughly a quarter of theman-hours to produce a Gtterdmmerung compared toproducing a Basilisk. This allows the Gtterdmmerung toused in prodigious numbers, and one famous offensive issaid to have been preceded by a 100,000 gun barrage thatlasted for over a month!

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    BLITZEN AA GUN (Krieg Pattern)Type Speed Armour Close Combat FirefightLight Vehicle none - - 6+

    Weapon Range Firepower NotesBlitzen Cannon 60cm AP6+/AT5+/AA5+ -

    BRUENNHILDE TRANSPORTER (Krieg Pattern)Type Speed Armour Close Combat FirefightLight Vehicle 15cm 6+ - 6+

    Weapon Range Firepower NotesHeavy Stubber 30cm AP6+ -

    Notes: Transport (may transport one of the following units: Blitzen AA Gun, Gtterdmmerung Howitzer, Thudd Gun).

    BLITZENThe Blitzen anti-aircraft gun wasdeveloped from the Gtterdmmerunghowitzer, and utilises the same

    chassis. Like the Gtterdmmerung,the Blitzen is cheap to produce, andeasy to build and maintain. As the Krieg civil war progressed, both sides launched huge bomber raids onopposing cities. Huge air combats took place in the steelgrey skies, as the bomber formations and their escortingfighters attempted to battle their way through to attack theenemies cities and factory complexes. It was not

    uncommon for 10,000 or more aircraft to be involved in asingle one of these raids. The Blitzen was developed toease some of the pressure on the hard-pressed defendingfighters, and soon large numbers of them were being used

    to defend important targets against aerial attack. TheBlitzen proved a popular and versatile weapon, andduring the settlement of Baran, Von Paulus resurrectedthe Blitzen as an obvious choice of weapon to provide AA cover. Although the Blitzen cannon lacks the sheer firepower of the Hydra autocannon, it is longer ranged,and can be pressed into service as a perfectly capable anti-tank weapon when needed.

    BRUENNHILDEThe Bruennhilde is one of severaldozen variants of the common LandCrawler. The Land Crawler is another of the STC constructs rediscoveredby Arkhan Land at the birth of the

    Imperium. Unlike the more famous Land Raider and LandSpeeder, the Land Crawler is not a military vehicle but anagricultural one. Countless billions of Land Crawlers are

    used on agri-worlds across the Imperium, where its versatility, ease of maintenance, and forgiving drivingcharacteristics make it hugely popular. It has been arguedby more than one Imperial historian that the humble LandCrawler is by far the single most important STC construct

    discovered by Arkhan Land; after all, even Space Marinesneed to eat. But its importance as an agricultural vehicleaside, the ubiquitous Land Crawler has been pressed intomilitary service countless times, either as a engineering

    vehicle, or, as in the case of the Bruennhilde, as a guntransporter. Unlike the Gtterdmmerung and Blitzen, theBruennhilde predates the Krieg civil war, and has beenused as a lightly armoured transporter by PDF units of Krieg for several millennia. Although it is armed with a

    single heavy stubber, the Bruennhilde is not really designed for front-line duty, though at times it is pressedinto service. There are numberless similar variants of theLand Tractor used by other Imperial Guard regiments allover the Imperium.

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    SIEGFRIEDThe Siegfried is another variant of the famous LandCrawler. It is produced in the huge underground factory complexes of Krieg, and was developed during the Krieg

    Rebellion as a replacement for the Sentinel, whosecomplex gyro-stablised locomotive system and lightarmour were considered unsuitable for the conditionsthat prevailed at the time. Although no longer used by Death Korps regiments, who prefer to use the more

    versatile Sentinel, the Siegfried it is still utilised in largenumbers by by Siege regiments. The Siegfried replaces the

    simple and sturdy catalytic engine of the Land Crawler and Bruennhilde

    with a considerably more powerfulgas turbine engine. The improved

    power-weight ratio gives the Siegfriedalmost double the top speed of theLand Crawler, even though it is fitted with considerably more armour. Siegfried tanks are used as a mobile reserveby the Baran Siegemasters, and are also used to exploitbreaches in an enemy line.

    SIEGFRIED AA GUN (Krieg Pattern)Type Speed Armour Close Combat Firefight

    Armoured Vehicle 30cm 5+ 6+ 5+

    Weapon Range Firepower NotesMulti Laser 30cm AP5+/AT6+ -

    Notes: Scout

    RAGNAROK (Krieg Pattern)Type Speed Armour Close Combat Firefight

    Armoured Vehicle 15cm 4+ 6+ 4+

    Weapon Range Firepower NotesRagnarok Battle Cannon 60cm AP4+/AT4+ -2 x Heavy Stubber 30cm AP6+

    Notes: Reinforced Armour, Walker (represents ability to move over difficult terrain).

    RAGNAROK The Ragnarok is the largest and most impressive of the

    vehicles developed on Krieg during the civil war. As the war progressed it turned into a deadly stalemate. Theforces of the two sides confronted each other from their trench-lines and fortified bunkers. The nomans landbetween the two forces was a sulphurous quagmirelittered with the burnt-out hulks of ruined tanks and therotting bodies of soldiers. As the war turned into a battleof attrition it was clear that victory would go to the side

    that fielded the largest number of troops and guns. It wasunder these circumstances that the Ragnarok wasdeveloped. It was conceived as an alternative to thefamous Leman Russ battle tank, but one designed for thespecific circumstances that prevailed in the campaign (notleast , c ircumstances where the Leman Russ was

    unavailable to the increasingly under-equipped militias which contestedthe civil war). It was decided that theRagnarok did not need to be fast, butdid need to be capable of dealing

    with the treacherous terrain of nomans land. Likewise it did not require very long range,as visibility was limited under the pollution-clouded skiesof Krieg. But most of all, i t needed to be as simple aspossible to construct and use, as then it could crush the

    opposition through sheer weight of numbers. The result was an ugly, slab-sided vehicle, but one that admirably fulfilled the needs of the time. It is testament to its soliddesign that the Ragnarok was so gloriously restored toservice by the Baran Siegemasters, who use it to this day and know it affectionately as the Mk 1 Mobile Bunker.

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    IMPERIAL GUARD SAPPERS

    Type Speed Armour Close Combat FirefightInfantry 15cm 6+ 5+ 5+

    Weapon Range Firepower NotesHeavy Flamer 15cm AP4+ Ignore cover Melta bombs (base contact) - Assault weapon, extra attack(+1)

    macro weapon

    FORTIFIED POSITIONSType Infantry Vehicle War EngineTrench 4+ Cover Save Dangerous No EffectGun Emplacement 4+ Cover Save 4+ Cover Save No EffectBunker 3+ Cover Save Dangerous ImpassableRazor Wire Dangerous No Effect No Effect

    Notes: Bunkers are fortifications (see 1.8.4). Gun emplacements provide vehicles with a cover save that works in the same manner as aninfantry cover save (see 1.8.3). Each gun emplacement can hold one unit, and each bunker can hold three units. Trenches can hold oneinfantry unit per 40mm of length.

    FORTIFIED POSITIONS When a campaign bogs down, the Imperial Guard willimmediately start to dig in and create fortified positions.Soon trenches will spring up all along the frontline,providing cover and safety for the troops that occupy

    them. Thickly walled bunkers will usually supplementthese trenches, and gun emplacements will be built for

    artillery and tanks to protect them against enemy fire.Razor wire will be laid out in front of the trenches to slow down enemy infantry assaults. In a lengthy campaignthese fortified positions can become extensive, withmultiple trench lines one behind the other, and massive

    bastions designed to protect vitally important positions.

    IMPERIAL GUARDSAPPERSImperial Guard regiments ofteninclude a corps of sappers. It is their

    job to construct and maintain thefortified positions occupied by theregiment, but they are also trained in the art of siege

    warfare. When confronted by a strong defensive position,sappers will work to literally undermine it, diggingtunnels under the enemy position from which surpriseattacks can be launched or explosive charges detonated.Opposing groups of sappers seek to counteract thesemining operations, attempting to breach the enemy tunnel in order to capture it before it is complete. If they do so, a deadly underground battles will be fought in thetunnels under nomans land, with no quarter given or

    asked for. Sappers are also expected to spearhead directattacks on fortified positions, and are trained in the use of special assault weapons, such as flame-throwers and meltabombs that they use to breach the enemy position.

    Considering the dangerous nature of the tasks they arecalled upon to perform it will be no surprise to hear thatsappers often fashion crude homemade carapace armour to protect themselves.

    Designers Note: Unfortunately, specific models of Sappers will not be available at the time of release of these rules, though they should be available within 12-18months. Imperial Guard Storm Troopers and/or Imperial Guard Ogryns both make excellent stand-ins until more

    appropriate models are available.

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    3.0 THE BARAN SIEGEMASTERSWeve been claiming this damned planet for the

    Imperium all of my life, and all of my father and grandfathers lives before that. I just wish someone would get round to telling those damned Orks to get off our

    damned land! Anon

    In M40.914 an Ork Waargh! led by Warlord Arbuttz theIncredible engulfed over a dozen Imperial worlds alongthe south-western rim of the galaxy, at the very edge of theImperium. Arbuttzs boyz cut a bloody swathe through theImperial defenders until finally running out of steam onthe death world of Gorang, where they were brought low fighting the indigenous life-forms as much as by theImperial defenders. By the end of the fighting the entireZypher sub-sector had been overrun and conquered by the Orks.

    For almost 300 years the new Ork empire was leftunmolested, until a campaign of reconquest was finally begun in M41.204. The reconquest was led by troops of the Marauders, Eagle Warriors and Revilers Space MarineChapters, supported by over two-dozen Imperial Guardregiments. In a long, hard fought campaign these troopsbattled to reclaim the planets lost to Warlord Arbuttz, untilfinally, in M41.224, the Zypher sub-sector was declaredfree of the taint of alien infection and brought under Imperial once more.

    However, although all of the Imperial worlds in theZypher sub-sector had been cleansed, there were still a

    number of previously uninhabited planets that had beenoverrun by the Ork Waaagh! and many of these were alsoclaimed in the Emperors name during the reconquest.Imperial Guard regiments who performed with particular distinction were assigned to these worlds and ordered tocleanse them of Orks. Troops from the 127th Death Korpsof Krieg regiment, commanded by General Himmel vonPaulus, were assigned to cleanse a backwater planetnamed simply Baran. In return the Death Korps veterans

    were grant ed right s of settlement on the planet ,permitting them to take as their own what little land they could reclaim from the Orks, and thereafter to be freefrom service in the Emperors armies, permitted insteadto eke out what existence they could on their newly

    claimed homeworld.

    Baran was a wild and uncultivated planet, covered by dense forests, rolling steppes, and craggy mountainranges. The Ork tribes that inhabited the planet werequickly driven from the open steppelands by the initialDeath Korp assault. However, the surviving Orks scatteredand hid in the forests and mountainous areas of theplanet, where they proved extremely difficult to eradicate.Lacking the huge numbers of troops needed to destroy the Orks by weight of numbers, von Paulus decided to

    contain the Ork threat instead, by building a series of interconnect fortified positions to hem the Orks into their

    wilderness retreats. These fortified positions quickly grew into the first major Imperial settlements and cities on theplanet. This style of warfare suited the Death Korps

    troopers very well, as they excel in grinding their enemiesdown in battles of attrition, making extensive use of razor wire and entrenchment, and with little concern for thecasualties they themselves suffer in the process.

    With the Orks still a major threat, the colonists wereunder a state of constant siege on a dangerous frontier planet. New cities were built as a curious amalgam of military and civilian structures, where the ImperialGuards trenches, bunkers and other defences wereslowly pushed out to incredible distances so that wholecities could be built amidst them, civilian buildingsreplacing the old fortifications, using the defunct trenchesas foundations as these cities snaked outwards. To help

    with the task, von Paulus took the unusual step of implementing production of a number of the vehiclesused during the civil war that had once raged on Krieg.Soon the factories in Barans new cities were producinglocal copies of the Gtterdmmerung, Blitzen andRagnarok, amongst others.

    Over the course of the ensuing generations, the use of these siege vehicles and fortified positions came to typify the men of Baran. Once the colonies were large enoughnew regiments were raised the Baran Siegemasters, theoriginal Death Korps regiments having long since

    vanished. The Siegemasters are unusual in that the job

    with which they are tasked on Baran earns them the titleand honours of a full Imperial Guard Siege regiment,despite functioning predominantly as a planetary defenceforce, with the vast majority of their forces active on their homeworld, rather than being tithed for service afar.Some regiments, however, are sent to other worlds in theImperium to fight as part of the Imperial Guard, especially in campaigns where there special skills may be required.The 3rd Baran Siegemasters earned great respect for their part in the reduction of the Pherdun salient during theKaiserschlect campaign in M41.745, and the 15th BaranSiegemasters were almost solely responsible for thesuccess of storming Mangleform Man-Eaters fortress inM41.918.

    Despite these notable successes, most Siegemaster regiments remain on Baran, engaged in eliminating theremaining elements of the Ork Waaagh! (most of whichhave now reverted to a savage, feral state, even by Ork standards), and extending the boundaries of Imperialcontrol. Although the number of areas still under Ork domination grows smaller and smaller every year, they still represent a constant menace that forces the membersof the Baran Siegemasters to be in a state of constantreadiness. From time to time a new Ork Warlord will rise

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    up and lead his followers on a new Waaagh! against their hated foes, uniting the scattered tribes into a genuinethreat. These ferocious Ork assaults are perfectly capableof breaching the Siegemasters trenchlines, and more thanonce have led to entire cities being laid to ruin. However,

    in the long run, and barring unforeseen circumstances, itcan only be a matter of t ime before Baran is fully reclaimed for the Imperium and its regiments find their place amongst the Emperors loyal servants on battlefieldsacross the Imperium.

    4.0 BARAN SIEGEMASTER ARMY LISTThe following army list allows you to field an ImperialGuard army that is based on a Siege regiment of the typetypified by the Baran Siegemasters. It can also be used asa stand in army list for other Imperial Guard Siegeregiments, other kinds of static defence regiment, as wellas being an excellent army list to use to represent theplanetary defence forces fielded by Imperial Governors allacross the Imperium.

    Baran Siegemaster armies have a Strategy Rating of 1. AllBaran Siegemaster formations have an initiative rating of 2+.

    Siege regiment formations come in two types: companies

    and support formations. Each company you include in thearmy allows you to field any two support formations, plusone set of Fortified Positions (see 4.2). Although you canonly take support formations if you first take a company,they are treated as separate independent formationsduring a battle and do not have to move around together.

    In addition companies may be given up to three company upgrades. A company can only take each type of upgradeonce. Each upgrade that is taken adds to the cost of thecompany, as shown on the upgrade chart. Supportformations may not be given company upgrades.

    Up to a quarter of the points available to the army may be

    spent on Imperial Navy aircraft formations. Titan Legionformations may not be used as part of a Siege Regimentarmy (Titans are not used in a static defence role acceptunder extraordinary circumstances).

    4.1 Commissars A Baran Siegemasters army may include 2D6 Commissar characters. The Commissars do not cost any points. If thedice roll exceeds the number of Commissar units that aplayer has available then any excess are lost.

    Roll to see how many Commissar units a player may add totheir army at the start of the battle before either side setsup. If the army includes a Supreme Commander then thefirst Commissar must be attached to the SupremeCommanders formation. Any further Commissars may be

    attached to any other formations. You may not includemore than one Commissar per formation. If you have moreCommissars than formations then any excess are lost.

    4.2 Fortified Positions A Siege Regiment army regiment is allowed to purchase oneset of fortified positions for its troops to occupy for eachRegimental HQ or Infantry company included in the army.

    Although fortified positions are terrain features, they areset up like units, and may only be deployed in positionsthat a vehicle unit would be allowed to deploy. You may split up a set of fortified positions as desired, as long asthe rules for formation coherence are adhered to. For example, you could split up trenches into several lines, aslong as there are 5cm links between the different parts of the position. Fortified positions count as having a move of zero, and may garrison (eg, they can be set up inpositions that garrison units can be set up in). It goes

    without saying that they may not be transported, and any players that were considering transporting them onto thetable should be deeply ashamed of themselves!

    Once set up fortified positions may be used by any unit,not just the units they were purchased for. They may becaptured and used by enemy units too.

    4.3 Regimental HQs When playing Grand Tournament games, a Siegemaster army must include a Regimental HQ. The enemy count ashaving achieved the Break Their Spirit victory conditionby destroying this formation rather than the mostexpensive formation in the army (see 6.1.7 in the Epic:

    Armageddon rulebook).

    Jervis Johnson is, of course, the author of the Epic game. Matt Keefeis the Head of System for Epic. Both

    Matt and Jervis are curren tlyworking on Epic: Swordwind, the

    first supplement for the game.

    The Epic: Armageddon rulebook and accompanying range are now widely available from all good hobby stores. Contact your nearest Games Workshop or visit the website for details. (Seethe How to Order pages on page 94) . See thecatalogue page for more information of Epic drop

    ship and flyer models.

    www.Epic-Battles.com

    Authors

    Further Information

    More Epic

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    IMPERIAL NAVY AIRCRAFT(Up to a quarter of the armies points)

    FORMATION POINTS COSTTwo Thunderbolt Fighters 150 pointsTwo Marauder Bombers 300 points

    BARAN SIEGEMASTERS ARMY LISTBaran Siegemaster armies have a Strategy Rating of 1. Baran Siegemaster formations and Imperial Navy aircraftformations have an Initiative rating of 2+.

    SIEGE REGIMENT COMPANIESCOMPANY TYPE UNITS COST1 Siegemaster Regimental HQ One Supreme Command unit, plus nine Siege Infantry units 150 pointsSiegemaster Infantry Company Imperial Guard Command unit plus nine Siege Infantry units 125 points

    SIEGE REGIMENT FORTIFIED POSITIONS(One may be taken per Siegemaster Regimental HQ or Infantry company)

    Fortified Positions Up to 500mm of trenches and 500mm of razor wire, 50 pointsplus up to 6 gun emplacements or bunkers. +10 points per gunemplacement, and+25 points per bunker

    SIEGE REGIMENT SUPPORT FORMATION(Two may be taken per Siegemaster Regimental HQ or Infantry Company)

    UPGRADE UNITS COSTSiege Regiment Nine Gtterdmmerung Howitzers, plus nine 400 points

    Artillery Company Brunnhilda transporters or nine gun emplacementsRough Rider Platoon Six Rough Rider units 150 pointsLight Tank Platoon Six Siegfried light tanks 150 pointsHeavy Tank Platoon Six Ragnarok heavy tanks 300 pointsSiege Regiment Artillery Battery Three Gtterdmmerung Howitzers, plus three 150 points

    Brunnhilda transporters or three gun emplacementsSiege Regiment AA Battery Three Blitzen AA guns and three Brunnhilda 75 points

    transporters or three gun emplacementsSuper-Heavy Tank platoon One Baneblade or Shadowsword 200 pointsBombard Battery Three Bombards 250 points0-1 Deathstrike Missile Battery Two Deathstrike missile launchers 200 points0-1 Sapper Platoon Eight Sapper units. The units may be split up and added 250 points

    to one or more Infantry Companies in the army, or fieldedas a single formation in their own right.

    SIEGE REGIMENT UPGRADES(Three may be taken per Siegemaster Regimental HQ or Infantry Company)

    UPGRADE UNITS COSTSiege Infantry Platoon Six Siege Infantry units 75 pointsRapier Platoon Three Rapiers 75 pointsThudd Gun Platoon Three Thudd guns 75 pointsFlak Battery One Blitzen AA gun, plus one Brunnhilda transport 25 points

    or one gun emplacementHellhound Squadron Three Hellhounds 150 pointsGriffon Battery Three Griffons 100 pointsSnipers Two Snipers 50 points